parallax
Section
Drop element here
Section
Drop element here

PLOT / STORY

The WarLock is a strange natural phenomenon, that was discovered to be a part of the universe. The realm is a consciousness we are all a part that we become tuned into when we enter. Through tuning the mind, Armies are able to enter this reality to compete against each other. As real as a vivid dream can get, this alternate reality mirrors the real world, whilst also allowing armies to create their own rules and agreements for the game, so that the only way to escape, is through victory, or through death. Like falling into an inescapable sleep, armies can "lock in" for battle, with death or victory, as the only way of escaping.

Play as a war general, by assembling your army and fine tuning your battle strategy, and compete against other war generals. Whether you want to fight for rewards, competition or for fun, this game is for everyone. 

CHARACTER CARDS

CHARACTER CARD STRUCTURE 

Each Character card has the following structure shown below. The following attributes of each character card are as shown.

CHARACTER CARD ATTRIBUTES LIST

For understanding these card attributes in more detail, below is a list of these attributes alongside a description.

CARD ATTRIBUTE NAMEDESCRIPTION
Name
The Characters name
Class DetailsWhat classes the character is a part of. The class outlines the attributes of the character and their playstyle
TierThe Tier that the character is a part of. The tier determines how strong the character is. There are limitations on how many characters in a tier you are allowed to have in your barracks.
Armour ValueThe Characters maximum starting Armour. (Value Can be increased with equipment)
Armour DotsHow many Armour bars make up the characters total Armour value
Armour BarA visual representation of the Characters current Armour. each division represents an interval of 5
Health ValueThe Characters maximum starting Health. (Value Can be increased with equipment)
Health DotsHow many Health bars make up the characters total Health value
Health BarA visual representation of the Characters current Health. each division represents an interval of 5
StatisticsA Characters Statistics used in calculations of abilities, gameplay, and limitations
AbilitiesA Characters abilities they can use each battle phase. Each Character has 3 Abilities
Ability Cooldown ValueThe duration you must wait, before that Character can use that Ability again
Ability TypesDetails on what types of moves an ability contains, for understanding the nature of that ability, and what rules must be followed.
Weapon Card SlotWhere you can equip a Weapon card to your Character.
Armour Card SlotWhere you can equip an Armour card to your Character.
Tactical Equipment Card SlotWhere you can equip a tactical equipment card to your Character.
Summoning ConditionIf a Character is tier 2 or above, a summoning condition must be met in order to summon the card. This is found underneath the Characters name inline with the Characters Tier
CHARACTER STATISTICS LIST

List for understanding a Characters Statistics, and how they are used in the game.

STATISTIC NAMESTATISTIC DESCRIPTION
Strength
Value determines what level equipment the character can have equipped.
VitalityDetermines the amount of equipment the character can have equipped.
SpeedThe speed of a character, determines what character gets to use their ability first.
(Fastest character gets to use their ability first, slowest uses their ability last)
(Value Can be increased with equipment)
RegenerationHow much Health the character gains back after every battle phase.
(Value Can be increased with equipment) 
Attack DamageValue is used to calculate how much damage the characters attacks deal.
(Value Can be increased with equipment)

CHARACTER ABILITIES 

Character abilities can consist of the following effects/attacks listed below, and can include multiple effects/attacks in one ability. Character abilities can also be

Passive: Constantly applied every turn
Active: Must use the ability for that turn

TYPES OF ATTACKS
ATTACK NAMEATTACK DESCRIPTION
Melee
Can only target front row characters (unless stated otherwise)
RangedCan target front and back row characters
Area Of Effect (AOE)Can land on multiple, or all characters where specified
DAMAGE RELATED EFFECTS
EFFECT NAMEEFFECT DESCRIPTION
Armour Piercing
Attack ignores targets armour, and deals direct damage to the characters health
LifestealThe attacker heals for an amount of damage they dealt with their attack to the targets Health
Bleed, Venom, BurnAfter an attack lands, place a counter on the target hit. That target takes either 5, 10, or 15hp points per turn whilst that counter remains.
SilenceWhen the attack lands on the target, they have their ability cancelled for the turn.
COUNTER / DEFENSIVE RELATED EFFECTS
EFFECT NAMEEFFECT DESCRIPTION
ParryDefend/deflect an attack, and complete an action to the attacker in return.
(e.g's: Return with an attack; Shatter opponents equipment; Disarm opponent; etc)
DeflectDeflect a projectile attack, to either return the damage to the attacker, or another target, or to block the damage.
EvadeBecome immune to specified abilities or actions as specified.
BlockMitigate all or some damage dealt to your character from attacks
OTHER EFFECTS
EFFECT NAMEEFFECT DESCRIPTION
Untargetable Character cannot be directly targeted by an ability,
however character can still be damaged (e.g from AOE attacks)
ImmuneCharacter doesn't take any damage and is unaffected by enemy effects
HealCharacter gains an amount of HP back. 
Amount can be percentage or a flat value
NegateThe targeted character has their ability cancelled for the duration of the turn.
CleanseRemoves every applied effect from the targeted ally character
(e.g, bleed, Venom, Mark, etc)
ObstructionCharacter becomes the only target opponents characters can use their abilities on
ShatterDestroy an opponents equipment or an opponents field card when a certain specified requirement is met
(E.g parried, marked, character hp reaches a point, Weapons dmg is lower than a point, etc)
DisarmSteal an opponents weapon, when a requirement is met
(E.g Parried)
LootSteal from an item from an opponents barracks
(Weapon, armour or equipment)
CLASS RELATIVE EFFECTS

HUNTER

EFFECT NAMEEFFECT DESCRIPTION
Marked
Character marked has certain effects applied to them for the duration of the mark.
(e.g: marked character takes double damage from the hunters attacks)

ASSASSIN

EFFECT NAMEEFFECT DESCRIPTION
Execute
Character can eliminate another character once their health reaches a certain point.
This can be a percentage, flat value, or when a condition is met

BERSERKER

EFFECT NAMEEFFECT DESCRIPTION
Undead
When your health reaches 0 points, stay alive for this turn and use your ability for the turn. After this turn ends, you become eliminated.

EQUIPMENT CARDS 

EQUIPMENT CARD STRUCTURE

Equipment cards consist of, (Weapons, Armour, Tactical equipment) that can be equipped to your character to provide special passive effects, or to improve the Characters statistics. Below is a visual representation of the structure of these cards.

DECK STRUCTURES / RULES

BARRACKS (DECK STRUCTURES)

The barracks contains all of the selected cards you would like to use when engaging in battle with your opponents. Your barracks contains your decks that consist of the following.

DECK 1

Contains all of your Characters that "don't require recruitment conditions to be met" in order to recruit them.

Tier 1 Characters   (x8)
Recruited without any recruitment conditions

DECK 2

Contains all of your Characters that "require recruitment conditions to be met" in order to summon them.

Tier 2 Characters (x8)
> Recruitment condition must be met in order to recruit character

Tier 3-4 Characters (x4)
> Recruitment condition must be met in order to recruit character

Tier 5 (x1)
> Boss card
> Recruitment condition must be met in order to recruit character

DECK 3

Contains all of your Equipment cards and your Field Cards.

Equipment and Field Cards (x40)
> Includes all of your (Weapons, Armour, tactical equipment, Field Spells)

FIELD LAYOUT

Each players field will be structured as shown below, consisting of 4x Front Row Card Slots, and 4x Back Row Card Slots. Each players field will also have 3 Deck slots for each of their decks 

The Entire field will look like the following.

GAMEPLAY / GAME MECHANICS

GAMEPLAY PROCEDURE / SEQUENCE OF EVENTS 

The game follows the following procedure, (Recruitment Phase, Selection Phase, and Battle Phase). Each Player has their own individual Recruitment and Selection Phases, where the order for who enters these phases alternates.

Their are two Recruitment Phases, (Recruitment Phase P1), and (Recruitment Phase P2); and their are two Selection Phases, (Selection Phase P1), and (Selection Phase P2). P1 represents Player 1, and P2 represents Player 2

Knowing this, the game follows the following pattern, shown below, where the order of the Phases for P1 and P2 alternate.

Recruitment Phase P1
Recruitment Phase P2
Selection Phase P1
Selection Phase P2
Battle Phase

Recruitment Phase P2
Recruitment Phase P1
Selection Phase P2 
Selection Phase P1
Battle Phase

Repeat.

DETAILS ON EACH GAME PHASE

RECRUITMENT PHASE

OPTION 1
Player places a Character they want recruited facedown in one of their card slots.
> The Character does not get recruited until the next recruitment phase. 

OR

OPTION 2
Player equips one of their already recruited characters on the field with a (Weapon, Armour, Tactical Equipment) 

OR

OPTION 3
Player places a field card down in their backrow card slot


Reasons for this game mechanic

Every Character card, has their Character art on the back of their card, meaning that if someone has versed, or seen this Character in the past, they will recognise them when they are placed facedown on the field.

The reason behind the recruitment of a character taking two recruitment phases, is to allow the opposing player who is going second in the recruitment phase, to anticipate and know what is coming next. This will allow them to strategise and use their recruitment phase to prepare for facing this character being summoned, or to setup a way to counter them. 

Equiping Characters with Equipment and placing field cards is completed instantaneously during the players recruitment phase, in order to give some form of balance to each sequence, so that the player going first during the sequence isn't always at a disadvantage and to bring a uniqueness to the gamplay style of the game

SELECTION PHASE

Player pre-selects what moves every one of their recruited Character will be using in the battle phase

Reason for this mechanic
This allows the opposing player going second in the selection phase to see your battle strategy beforehand, and know what moves to expect during the battle phase, so that they can then select their Characters abilities to match your preferences, giving them the current advantage in the battle phase. 

BATTLE PHASE

Characters use their abilities. Characters can use their abilities in any order, however a Character with a higher (Speed Value) has priority and gets to use their ability first if they decide to use their ability.

Reason for this mechanic
Adding the speed of Characters into the gameplay, allows new gameplans/playstyles and strategies to be invented. Instead of players focusing on Attack Damage, Health, Armour when selecting a Character, they will also need to think about the Characters Speed, as this will have heavy influence on them in battle. (e.g, if an opponents characters are all faster than your characters, they get to use all their characters abilities first before you.)

ROAD MAP 

Due to the complexity of this game, and the large scale of assets and mechanics required to develop in order to bring this game to life, this game will be in development for a while. An estimate for when tasks will be completed on this road map may be innaccurate due to the complex nature of the project, as unexpected issues can't be predicted and included in the estimate, and due to other influences aiding the speed of the project, (e.g Funding, Time able to be spent on project, etc) 

The road map is only an estimate, and so tasks may be completed either earlier or later than expected.

1) Character asset art completed
2) Character asset animation completed
3) Basic motion mechanics for character completed

4) HUD graphics completed
5) Character Bars / HUD mechanics completed
6) Objective mechanics completed

7) Environment art assets completed
8) Environment assets added and coded into game

9) Enemy asset art completed
10) Enemy asset animation completed
11) Enemy movement mechanics completed

12) Combat and interaction mechanics completed
 
13) Polishing game (determining issues, finding ways to improve areas, fine tuning mechanics)

SUPPORT THE MAKING OF THE GAME 

JOIN THE PATREON

Get access to frequent updates and content regarding the progress made on this game, and other NiTrideGames projects. Get access to bonus perks such as becoming a beta tester of the game, and gain insider discounts for providing your generous support. Receive gifts in return for your support, and enjoy watching the development/progress of these projects in the making.

https://www.patreon.com/NiTrideGames/membership

BACK THE KICKSTARTER

Become a backer of the kickstarter, and receive unique one time only rewards / gifts for your generous support. Become an early beta tester and receive early prototypes of the game, alongside personalised products and have an influence on the development of the game.

https://www.kickstarter.com/projects/nitridegames/

BUY THE MERCHANDISE

Support the making of WarLock (A competitive war-based PVP card game, currently in development), by purchasing WarLock merchandise. Your generosity and support is greatly appreciated and will be used towards helping bring this project to life. When purchasing WarLock Merchandise, you will receive discounts and rewards for helping fund the creation of this game.

FOLLOW THE YOUTUBE CHANNEL

Follow the YouTube channel to receive updates on progress made towards the project, See the development and process taken for the creation of projects, and see behind the scenes. Provide your input and insights or share your ideas and questions.

https://www.youtube.com/@nitridegames